Health Everyware<br />Making Mobile Beautiful<br />HIMSS Usability Workgroup<br />Juhan Sonin<br />3.Feb.09<br />
Ouch.<br />
We need a simple set of design best practices that <br />… takes a system approach to design<br />…. accelerates good soft...
MOBILE DESIGN TENETS<br />Let data scream<br />Only handle information once<br />Grid it<br />Type less + less type<br />C...
MOBILE DESIGN TENETS<br />Let data scream<br />Only handle information once<br />Grid it<br />Type less + less type<br />C...
Let data scream<br />
Envisioning Information, E. Tufte<br />
and the Problem is…<br />Increasingly complex systems<br />Tool and Methodology gap<br />Decision makers are swamped with ...
How do I (as a patient, nurse, doctor, proxy)make quicker, more accurate decisions?<br />
Ink and lines scream<br />Data disappears<br />Violates all 5 Tufte principles<br />5 principles produce substantial chang...
Unreadable<br />Grid &gt;&gt; Data<br />Data as Interface… NOT<br />
38%<br />
Priorities, hierarchy<br />Filtering<br />Navigating<br />…<br />…<br />…<br />Patient data<br />1<br />2<br />last<br />
25%<br />20%<br />
70%<br />
80%<br />
80%<br />of the screen space should be for data, the actual workspace<br />
Let data scream<br />The data is THE story<br />Less ink, more bang<br />80% rule<br />
What interface?<br />
Over time, you don’t notice the interface<br />
50%<br />
Manipulate the data, not the interface<br />
What interface?<br />Over time, you don’t notice the interface<br />Manipulate the data, not the interface<br />
MOBILE DESIGN TENETS<br />Let data scream<br />Only handle information once<br />Grid it<br />Type less + less type<br />C...
DESIGN<br />BUSINESS<br />TECHNICAL<br />BEHAVIOR<br />IMPACT<br />
When will we see stuff?<br />
Reference implementation<br />Demonstrate a prototype… then grow advocacy<br />Looking for participation from mobile devel...
healtheveryware.com<br />
HIMSS Celltop Design Workgroup<br />Scott Lind<br />Janey Barnes<br />Paul Kroft<br />Eric Miller<br />Ron Ribitzky<br />B...
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Health Everyware

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The HIMSS Mobile Design Workgroup is crafting a common sense set of mobile design best practices, specifically tailored for the health market. These exemplars of effective mobile design will serve as an open blueprint that arms engineers, visionaries and designers around the world to craft highly usable and desirable health applications for the various, evolving mobile platforms. In addition, the design patterns will be showcased in a mobile health prototype called hLog (currently on the iPhone platform). This will be used to illustrate, in practical and applied terms, just how these best practices translate into truly remarkable mobile health services.

Published in: Design, Technology
  • Good point on #2. I'll fix.
    Talk to Brian directly at brianstaats.com; that app is 'in the works'.
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  • Nice presentation. Some comments: 1. ’Crackberry’ #smllove 2. Most people probably would spot the challenger fail popularized by Tufte early on but I think that those slides can use some context-grounding - it was not really clear what it’s about for those who are not familiar with it. 3. The app by Brian Staats looks very interesting. Would be great if you link to it somehow. Overall very nice. Thanks for sending this to me! Cheers, SML
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Health Everyware

  1. 1. Health Everyware<br />Making Mobile Beautiful<br />HIMSS Usability Workgroup<br />Juhan Sonin<br />3.Feb.09<br />
  2. 2.
  3. 3.
  4. 4.
  5. 5.
  6. 6.
  7. 7.
  8. 8. Ouch.<br />
  9. 9. We need a simple set of design best practices that <br />… takes a system approach to design<br />…. accelerates good software behavior and interface design pattern adoption<br />Guidelines will cover: <br />interaction and behavior models,<br />graphic design (including layout, grid, color palette, type and naming conventions),<br />information architecture,<br />technical implementation<br />
  10. 10. MOBILE DESIGN TENETS<br />Let data scream<br />Only handle information once<br />Grid it<br />Type less + less type<br />Color carefully<br />Date your users<br />Speak my sign<br />What interface?<br />Repeat customers ROCK<br />Get physical<br />
  11. 11. MOBILE DESIGN TENETS<br />Let data scream<br />Only handle information once<br />Grid it<br />Type less + less type<br />Color carefully<br />Date your users<br />Speak my sign<br />What interface?<br />Repeat customers ROCK<br />Get physical<br />
  12. 12. Let data scream<br />
  13. 13. Envisioning Information, E. Tufte<br />
  14. 14.
  15. 15.
  16. 16.
  17. 17. and the Problem is…<br />Increasingly complex systems<br />Tool and Methodology gap<br />Decision makers are swamped with conflicting data<br />Our work is increasingly multi-dimensional (not a flat-decision space)<br />Artifacts driving decisions need to be coordinated, presented<br />Minimal transparency into key health metrics<br />
  18. 18. How do I (as a patient, nurse, doctor, proxy)make quicker, more accurate decisions?<br />
  19. 19.
  20. 20.
  21. 21.
  22. 22.
  23. 23.
  24. 24.
  25. 25. Ink and lines scream<br />Data disappears<br />Violates all 5 Tufte principles<br />5 principles produce substantial changes in graphical design:<br />Above all else, show the data.<br />Maximize the data-ink ratio (i.e., the % of ink that shows data)<br />Erase non-data ink.<br />Erase redundant data-ink.<br />Review and edit.<br />
  26. 26.
  27. 27.
  28. 28.
  29. 29. Unreadable<br />Grid &gt;&gt; Data<br />Data as Interface… NOT<br />
  30. 30.
  31. 31.
  32. 32.
  33. 33. 38%<br />
  34. 34. Priorities, hierarchy<br />Filtering<br />Navigating<br />…<br />…<br />…<br />Patient data<br />1<br />2<br />last<br />
  35. 35. 25%<br />20%<br />
  36. 36. 70%<br />
  37. 37. 80%<br />
  38. 38. 80%<br />of the screen space should be for data, the actual workspace<br />
  39. 39. Let data scream<br />The data is THE story<br />Less ink, more bang<br />80% rule<br />
  40. 40. What interface?<br />
  41. 41. Over time, you don’t notice the interface<br />
  42. 42.
  43. 43. 50%<br />
  44. 44.
  45. 45. Manipulate the data, not the interface<br />
  46. 46. What interface?<br />Over time, you don’t notice the interface<br />Manipulate the data, not the interface<br />
  47. 47. MOBILE DESIGN TENETS<br />Let data scream<br />Only handle information once<br />Grid it<br />Type less + less type<br />Color carefully<br />Date your users<br />Speak my sign<br />What interface?<br />Repeat customers ROCK<br />Get physical<br />
  48. 48. DESIGN<br />BUSINESS<br />TECHNICAL<br />BEHAVIOR<br />IMPACT<br />
  49. 49. When will we see stuff?<br />
  50. 50. Reference implementation<br />Demonstrate a prototype… then grow advocacy<br />Looking for participation from mobile developer<br />Public Wiki<br />to house UI guidelines, and allow citizens of planet earth to evolve, draft v1 by 4.Mar.10<br />
  51. 51. healtheveryware.com<br />
  52. 52. HIMSS Celltop Design Workgroup<br />Scott Lind<br />Janey Barnes<br />Paul Kroft<br />Eric Miller<br />Ron Ribitzky<br />Bruce Sklar<br />Juhan Sonin, juhan@mit.edu<br />Albert Villarin<br />HIMSS Coordinators<br />Edna Boone<br />Juanita Threat<br />Advisors, Reviewers<br />Jeff Belden<br />Dirk Knemeyer<br />

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